Hear my whine, know my sadness

I'm very willing to accept that we Players in this current scenario are being boneheaded about something, but I just don't know what. I'm not going to lay all responsibility for my fun/unfun on the DM. I'm just saying that it has been unfun -- whoever is responsible for it -- and that just makes things worse after waiting ansixously so long to get to play.

I'm not willing to purely blame the players here. DMs need to take player boneheadedness as a sign that with high probability, communication has broken down.
3 hours looking after turnips? The DM needs to either 1) make those turnips important or 2) after an hour of this (tops!), tip his hand and reveal that he just doesn't care about turnips, they're not relevant to the plot, and the players are going to continue to be bored if they keep investigating them.

Note that the forms of tipping his hand can be many (ninjas kick down the door!) and, if the players are having fun and meeting new npcs this way, it's not worth doing. But if nobody's having fun, why play?
 
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This doesn't sound like a fault of D&D or the DM. Sometimes, you simply don't get what you want out of life. In this case, it sounds like bad dice rolls kept you immobile. On Tuesday, during the Dark Heresy game that I play in, I rolled a kick ass result of 14 for combat initiative, but never got to do anything due to a subsequently failed sanity check (we were fighting void beasts). The effects table had me vomit for five rounds (after which, the combat was over). It wasn't a very fun game session for me, but it wasn't really a fault of the system or our GM, just the fact that the dice rolled poorly.
 

A couple of oddball thoughts:

--get involved in a few of the Play-by-posts games here on ENWorld. They might break up sometimes due to real life, but if you get into several of them, you're bound to find a good amount of roleplay interaction between the combined total, or likely to find the one with that dedicated group of players who each post several times a day and really get into it.

--Check with some of the online gaming table programs (fantasy battlegrounds, openRPG, etc. -- I'm not as up on the current programs as I used to be) and see if you can check their forums to schedule up a couple of real time games that work with your schedule. You may have a hard time synching up with your home group, but I guarantee there's probably some gamers in the world who DO have schedules in sync with yours, and can meet up regularly for an online gaming table event. It's the next best thing to a real life game table, and in some ways (imagining your characters) it's BETTER than a face-to-face game table.

Those might help you get more of your gaming fix if things are still a pain for your real life group, and still gives you that human interaction that makes gaming so much more worth it (to me, at least) than running a bunch of solo quests in an online RPG.
 

Why is it surprising that the best MMORPG delivered more enjoyable experience that a poorly run D&D session?

I dunno, it surprises me, as someone who has played RPGs since 1988-ish and MMORPGs since 1999, and the latter at the very highest levels. I mean, I've been on the cutting edge of progression on a server in WoW, my guild (which I lead) has had the highest rps/character on a server in DAoC (and several #1 for RPs for class in it, albeit I was #2 for my class), and generally speaking, I've done almost everything there is to be done in MMORPGs.

Yet, with all this, I can think of a single span of time in an MMORPG where I wouldn't have rather been playing even a shoddy system and a dull-ly adventure with my buddies as a P&P RPG. I mean, maybe the "buddies" thing is the main deal, I play with friends, I suspect Bullgrit is playing with people who aren't really his friends, per se, but still, I really do find that surprising.
 

Interesting thoughts/whine, but I think you've observed something not to do with the difference between computer games and role playing games per se, but the difference between computer games and other sorts of games in general. Bear with me if you will for an example:

We're discussing my interest in WWII in general and Flames of War in particular. I mention that I'm working on a battalion of Soviet Guards riflemen and we begin discussing various battles. The discussion turns to Kursk and you become even more excited. You determine that you can very quickly take up the miniaturist's hobby by building a company of Panther tanks, which made their debut at Kursk. You look forward to painting them and the prospect of using their awesome combat capabilities.

Over the next two months (we could have gotten together sooner but life intervened) you have purchased and painted your 15mm scale Panther tanks. They are lovingly detailed. You also purchased a couple rulebooks for the game. As we became delayed in our meeting, you also purchased a book on Kursk and an Osprey book on the Panther. You read Ernst Barkmann's memoirs because you're crazy like that. It has been two months of buildup and excitement.

We spend a while shooting the bull and setting up the table. We get a nice looking battlefield, dominated by a dilapidated Ukranian village (aren't they all). Maybe it's Syrtsevo or something. Anyway, it all looks sweet. The anticipation builds. We determine to fight a basic meeting engagement, where the advance elements of both of our forces encounter the other, and half of our troops start off board to show up as reserves, which will ramp up the excitement towards the end of the battle.

The forces are deployed. You have a platoon of Panthers plus your HQ Panthers, looking mighty on the field, as your other Panther platoon waits in reserve. I deploy two companies of unsophisticated-looking Soviet infantry, the monotony of which is only broken up by the occasional blue hat of a Commissar. "Hah," you think, "this dishevelled mob of unruly tractor jockeys will be dealt with swiftly." Kampfgruppe von Bullgrit is ready.

I go first and prepare to move toward the village. "Let me check for air support" I say. I roll and 2 Shturmoviks do indeed show up. You expected this, and know that you'll only have to weather one or maybe two turns of it before you're close enough to my own forces that additional sorties will be waived off. I position the air strike to go after a couple of Panthers from your first platoon.

After laboriously moving all my infantry, which you watch with almost unbearable anticipation at FINALLY getting to do something with your beautiful and deadly cats, I roll to range in with my planes. I do, and they unleash their anti-tank rockets. Amazingly, both hit. "Stupid Reds!" you curse as you roll your armor saves. You fail both. I roll my firepower checks, and pass both... your two Panthers, slick and mighty, explode like mini-Death Stars. Just eyeballing the odds I'd say we're well below 10% of that all happening. The Red Air Force were truly on their game.

But it gets worse. Your remaining Panther must take a morale test. He proceeds to blow it. "There are surely more planes where those came from... these Communists always have a million of everything!" he reasons as he orders his tank to reverse gears and get the heck out of Dodgeski. Incensed that, before even getting to do anything with these tanks that you've built, painted and read about over the course of two months, you attach the company command tank to the platoon to reroll and attempt to salvage the morale situation. Amazingly you blow this check as well. We may be below 1% odds at this point. But no matter... your commander has decided that this must be some sort of Bolshevik ambush and he doesn't feel like cooking today in his reputedly highly flammable wonder weapon.

And then it dawns on you. You no longer have any company commander and you have no forces on the field. You have lost the battle.

Silently, you begin packing away your beautiful miniatures. Noisily, I begin consuming the requisite vodka to attain the state of limberness necessary to properly execute the glorious Russian Bear Dance, hallmark of revolutionary celebration.

"Aw man!" I remark. "I never even got to use my flamethrowers. Those are so cool." Speechless, you stalk away into the night, another gloomy day on the Ostfront bringing despair to your German heart.

Now... compare this with a session of playing Combat Mission 2: Barbarossa to Berlin. In the computer game, which you can play by yourself, exactly the same situation can be set up. But the set up only takes a few minutes and you didn't have to assemble, paint or read anything (except for reading the manual, if necessary). And roughly the same result could have taken place: Shturmoviks could have shown up and hosed your Panthers right out of the gate. At which point you'd just quit the mission and re-run it, getting a different result. No depression required.

That's just because computer games (mostly) excel at not giving you a lasting and painful hose job. There's little investment involved, little time involved and almost no homework.

It's a risk/reward thing. Computer games give you a baseline experience which rarely is extremely good but is never extremely bad for very long because you can always restore a save, turn it off, redo the mission, etc. Hobby games take an investment of time, often money, even blood, sweat and tears. And when they're good, the payoff is worth it. But sometimes all you roll are 1s and the whole thing goes South. That's just the nature of the difference.

But if hobby games didn't have that variability, the payoffs would not be as good.
 

I suggest you try playing 4e with your group and see what happens. The reason why is that when playing 4e it teaches the players to DM it. I have friend who never really got into roleplaying until this new edition. Then after a few sessions he took a whack at Dming and did awesome with it.

4e is really fun and easy to run, it gets the rules out of the dm's way. The player's handbook has all of the rulees too, and most of the "complicated" rules (like ongoing effects, saves, monster special rules and such) are very transparent when used. This allows player to learn the Dming as they play without realizing they are doing it. Ask any 4e player what kobolds do and why they are hard to fight and they all know about that shifty rule ;)

Anyrate, grab Keep on the Shadowfell and run it for them and see what happens with your group. I bet you will get a couple of players wanting to run 4e in no time.
 


This is mostly the fault of the DM. I think it would be fine for you as player to raise the issue during play, not after. Say something like this:

JUST TELL US WHERE TO FIND THE F__KING PLOT!!

Seriously, man. Zero tolerance for bad games. Life is too short.
 


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